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Ideas For Faction Warfare


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#1 Natural Predator

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Posted 29 November 2016 - 08:37 AM

So I have several ideas that I would like to get down on "paper" for faction warfare.

-scouting. The concept is great and I really enjoy the capture or kill options
It provides, my suggestion here would be to provide an 8 man option that is essentially a recon in force with a specific objective that would translate to invasions for example. Attack a generator that would ensure a door would be open for the invasion attackers or would eliminate gate defenses. Limit the drop weight to lights and mediums. I think this would be super interesting and would
Give a tangible benefit and be a nice go between for 4 and 12 man drops.

-factions, let's go down to 3 buckets, is VS Is, clan va clan, clan vs Is. add in all
The other clans and factions in the universe so if a unit wants to be clan diamond shark or one of the smaller IS states they have that option. This should make the lore warriors happy and provide the people who want to play less hurdles to jump through.
Eliminate the concept of loyalist and merc. Kinda pointless imo as there is no real tangible benefit. And eliminate the wait period on switching factions.

Planet acquisitions are done based on the performance of a faction in that particular period. Establish an attainable threshold that takes into account scouting and invasion. This will make smaller units feel like they are contributing to the cause.

Establish a minimum contribution per period before people can vote so that people actually doing the voting can control the vote better. If your not even playing why swing the vote?

Create special events that corresponded with historical battletech events like you have done with tukyyaid. Create a special map only playable for that event. A good example would be the battle for Luthien where you have the choice of contributing as house kurita, house davion mercs, smoke jaguar, or nova cats. Would be fun and engaging. You could recreate the trial of refusal between clan wolf and jade falcon. Operation bull dog, the battle for the jags homeworld, heck we could make a 4th succession war mode with limited is tech or stock mode. The amount of major conflicts available lends itself to recreating scenarios for a limited time to creat epic faction war events that would be pleasing to fan boys or people who just want to smash mechs.


These are just my thoughts and their is certainly holes you can punch in them but the idea is to enrich the diversity of modes available, create excitement around 2-3 special events a year, and provide options for big and small units.

Edited by Ragnar Baron Leiningen, 29 November 2016 - 10:18 AM.


#2 naterist

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Posted 29 November 2016 - 10:10 AM

you had me until the the battle of lutheran. lmao

#3 Natural Predator

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Posted 29 November 2016 - 10:19 AM

View Postnaterist, on 29 November 2016 - 10:10 AM, said:

you had me until the the battle of lutheran. lmao

Thanks I totally overlooked that misspell. its been corrected.

#4 BLOOD WOLF

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Posted 29 November 2016 - 10:23 AM

View Postnaterist, on 29 November 2016 - 10:10 AM, said:

you had me until the the battle of lutheran. lmao

somebody held a battle in his namePosted Image

#5 naterist

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Posted 29 November 2016 - 10:40 AM

^lol

in response to op, i like his ideas. but instead of, or maybe in addition to thescouting idea:

could we have a reward that eliminates a set number of turrets for attack matches. i like the gen idea for the gates though, thats a cool one. and the 3 different ques i think would be great, but that wouldnt be a real reduction in ques if your only fighting for your specific faction in same tech que. it would just be a clan v IS que and 2 really empty ques for sametech, unless specific units wanted to use it to go at each other. what did you think of the four faction idea? were they unified steiner, davion, and frr into, and kurita, laio and marik into another, then split clans into two (warden and crusaders maybe? that would be falcon and smoke jag in one and bears and wolves in the other. that idea had some merit to it i thought.

#6 Bud Crue

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Posted 29 November 2016 - 10:51 AM

http://mwomercs.com/...munity-warfare/

http://mwomercs.com/...make-cw-better/

http://mwomercs.com/...on-play-better/

http://mwomercs.com/...ad-and-comment/

http://mwomercs.com/...munity-warfare/

http://mwomercs.com/...le-pre-meeting/

https://soundcloud.c...-28-2016-part-1

https://soundcloud.c...-28-2016-part-2

...just the tip of the google iceberg for what individuals and the greater community want out of CW. Everybody and their brother has ideas for CW, and they have all been articulated over the last two years. PGI doesn't care what you or I or anybody else wants. Its Russ's game and in NGNG podcast 145 he provided a nice summary of what he thinks will make CW better.

https://soundcloud.c...-russ-and-derek

#7 BLOOD WOLF

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Posted 29 November 2016 - 11:02 AM

View PostBud Crue, on 29 November 2016 - 10:51 AM, said:

PGI doesn't care what you or I or anybody else wants. Its Russ's game and in NGNG podcast 145 he provided a nice summary of what he thinks will make CW better.


Just stop dude, the 145 were a mesh of what the people at the rountable had put forth. Special event battles was an idea by another player, so was consolidating the buckets into tug of war, player idea. Also adding reg maps in FW.

Some kind of complex you have there, 145 was a mesh of ideas that were brought forth, even the other guy(forget his name), said they end up up with a mesh of ideas, and if you watch the roundables part one and two, he clearly used multiple ideas in the final concept.

View PostBud Crue, on 29 November 2016 - 10:51 AM, said:


he thinks will make CW better.


Its not what he thinks, it what your fellow players put forth. Good thing you were not at the roundtable, you would have just been spinning your wheels.

these guys and their constant crap, all the time. comes into a thread about Ideas for FW, and then post, how PGI doesn't care about "you and I".

Edited by BLOOD WOLF, 29 November 2016 - 11:05 AM.


#8 Bud Crue

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Posted 29 November 2016 - 11:19 AM

View PostBLOOD WOLF, on 29 November 2016 - 11:02 AM, said:

Just stop dude, the 145 were a mesh of what the people at the rountable had put forth. Special event battles was an idea by another player, so was consolidating the buckets into tug of war, player idea. Also adding reg maps in FW.

Some kind of complex you have there, 145 was a mesh of ideas that were brought forth, even the other guy(forget his name), said they end up up with a mesh of ideas, and if you watch the roundables part one and two, he clearly used multiple ideas in the final concept.


Its not what he thinks, it what your fellow players put forth. Good thing you were not at the roundtable, you would have just been spinning your wheels.

these guys and their constant crap, all the time. comes into a thread about Ideas for FW, and then post, how PGI doesn't care about "you and I".


I provided cites, you provide some "other guy". I'll let the OP judge himself as to the merits of your well thought out arguments and fully supported positions.

Edited by Bud Crue, 29 November 2016 - 11:20 AM.


#9 Deathlike

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Posted 29 November 2016 - 11:21 AM

Less Tukayyid (since it's just a mass grind) and more creativity elsewhere would be nice, but we'll get Tukayyid 3 regardless.

#10 BLOOD WOLF

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Posted 29 November 2016 - 11:29 AM

View PostBud Crue, on 29 November 2016 - 11:19 AM, said:


I provided cites, you provide some "other guy". I'll let the OP judge himself as to the merits of your well thought out arguments and fully supported positions.

Neema was his name.

provindind cites doesn't make your post more valid. You claim they don't listen but yet 145 was a mesh of player ideas. How are they going to use player ideas if they don't listen?

View PostBud Crue, on 29 November 2016 - 10:51 AM, said:



PGI doesn't care what you or I or anybody else wants. Its Russ's game and in NGNG podcast 145 he provided a nice summary of what he thinks will make CW better.

https://soundcloud.c...-russ-and-derek

Like this, you made a statment and then posted the podcast. As if you can say something and by posting a link to the podcast, that it would make your statement true. Maybe you think nobody is going to dive due diligence and watch it. Russ never stated that those ideas where his. The correct stance is that they took a hybrid approach. Once again from other players idea.

#11 Natural Predator

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Posted 29 November 2016 - 11:33 AM

Hey I realize that it's a long shot that we get any of this. But it's only through discussion and throwing ideas out there that progress is made. Throwing our hands up and simply saying nothing will ever change is the most sure way to make that belief true. Thank you for the links to other ideas. I firmly believe that those who want good change will push their ideas forward. Surely someone will take notice and either make a better game or fix the one we have now. You can't stop progress forever.

Edited by Ragnar Baron Leiningen, 29 November 2016 - 11:33 AM.


#12 BLOOD WOLF

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Posted 29 November 2016 - 11:35 AM

View PostRagnar Baron Leiningen, on 29 November 2016 - 08:37 AM, said:


Create special events that corresponded with historical battletech events like you have done with tukyyaid. Create a special map only playable for that event. A good example would be the battle for Luthien where you have the choice of contributing as house kurita, house davion mercs, smoke jaguar, or nova cats. Would be fun and engaging. You could recreate the trial of refusal between clan wolf and jade falcon. Operation bull dog, the battle for the jags homeworld, heck we could make a 4th succession war mode with limited is tech or stock mode. The amount of major conflicts available lends itself to recreating scenarios for a limited time to creat epic faction war events that would be pleasing to fan boys or people who just want to smash mechs.


I think they have this idea covered. It was the special events window, and I forget the player that came up with the idea at the roundtable. Good idea, and its a good cover for the swtich to ISvs Clan, so they can keep factions fighting each other.

View PostRagnar Baron Leiningen, on 29 November 2016 - 11:33 AM, said:

Hey I realize that it's a long shot that we get any of this.

you would be surprised what actually goes in. Some of your concept ideas where discussed. Although if they did to event battle, I don't know If I would want stock mode.

Edited by BLOOD WOLF, 29 November 2016 - 11:36 AM.


#13 Bud Crue

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Posted 29 November 2016 - 11:42 AM

BW, I appreciate your desire to once again hijack a thread, but please stop. I never even said anything negative about NGNG podcast 145. I provided it as a summary to the OP of the direction Russ intends to take the game...by his own assertion. Moreover your repeated insistence that many things in game were the result of player input has been duly noted and yet when you have been called upon to support your assertions you have never been able too. Why? because you can't possibly know what is going on with PGI's internal decision making process. Whether they do something because of player input or not is also irrelevant. They are the developer, not us. If they institute something, plan something, or make policy of something, it is on them; regardless of whether or not that something originated with players or elsewhere. Apropos to this thread, go listen to the round table. An hour of bucket reduction talk followed by various suggestions by unit leaders. The only one of which that is part of podcast 145 being the tug of war...and who knows if/how that is going to end up being instituted.

#14 BLOOD WOLF

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Posted 29 November 2016 - 11:47 AM

View PostBud Crue, on 29 November 2016 - 11:42 AM, said:

I never even said anything negative about NGNG podcast 145.

never said you did, now did I?

View PostBud Crue, on 29 November 2016 - 11:42 AM, said:

yet when you have been called upon to support your assertions you have never been able too. Why? because you can't possibly know what is going on with PGI's internal decision making process.

I don't make claims to what PGI internal process is, I do know that some of the claims you made such as "PGI doesn't care what you or I or anybody else wants. Its Russ's game and in NGNG podcast 145 he provided a nice summary of what he thinks will make CW better." Stop making these statements and the ride will go smoother.

Does anybody have an idea for how an active economy would work in FW?

Edited by BLOOD WOLF, 29 November 2016 - 11:49 AM.


#15 Natural Predator

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Posted 29 November 2016 - 11:49 AM

View PostBud Crue, on 29 November 2016 - 11:42 AM, said:

BW, I appreciate your desire to once again hijack a thread, but please stop. I never even said anything negative about NGNG podcast 145. I provided it as a summary to the OP of the direction Russ intends to take the game...by his own assertion. Moreover your repeated insistence that many things in game were the result of player input has been duly noted and yet when you have been called upon to support your assertions you have never been able too. Why? because you can't possibly know what is going on with PGI's internal decision making process. Whether they do something because of player input or not is also irrelevant. They are the developer, not us. If they institute something, plan something, or make policy of something, it is on them; regardless of whether or not that something originated with players or elsewhere. Apropos to this thread, go listen to the round table. An hour of bucket reduction talk followed by various suggestions by unit leaders. The only one of which that is part of podcast 145 being the tug of war...and who knows if/how that is going to end up being instituted.



Just curious to see, in a perfect world, How would you propose faction warfare work? Between you and Blood you have illustrated what others have come forth with and I thank you for presenting that information to me. But How would you fix faction warfare?

#16 Bud Crue

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Posted 29 November 2016 - 11:50 AM

You're right, how could I possible have mistaken your tirade above as anything other than polite disagreement regarding the contents of a pod cast.
Gessus there is a reason so many ignore you. Added.

#17 BLOOD WOLF

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Posted 29 November 2016 - 11:55 AM

Posted Image

Still I would like to see him answer Ragnar, see what his perfect fix would be

Edited by BLOOD WOLF, 29 November 2016 - 11:57 AM.


#18 Natural Predator

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Posted 29 November 2016 - 12:02 PM

Would love to get input from other active faction warfare players. If possible discount whether on not PGI will take any ideas for now, let's focus on what great ideas we can collectively come up with. So I ask this question of you, in a perfect world how would you have faction warefare work? What is your solution to providing a dynamic and fulfilling experience?

#19 Bud Crue

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Posted 29 November 2016 - 12:06 PM

View PostRagnar Baron Leiningen, on 29 November 2016 - 11:49 AM, said:



Just curious to see, in a perfect world, How would you propose faction warfare work? Between you and Blood you have illustrated what others have come forth with and I thank you for presenting that information to me. But How would you fix faction warfare?


What I want out of CW is precisely what PGI advertised originally. An immersive, competitive piece of end game content.


I'm not a dev. It is up to them to make the mode. Go look through some of those threads I cited, some of my ideas are probably in some of them, but frankly I stand by my statement that PGI doesn't care (oh and by the way this is a statement of Russ's as well, he wishes we would stop telling him how to make his game better, he know's best...so I am not just making this up).

For what it is worth (zip) I'd like to see factions matter. I'd do that with a loyalist only rewards tree and (less Cbills rewards). I'd have mercs be rewarded with cbills only and let them play either tech. Maybe a mechanism wherein if mercs repeatedly stay with a faction for several re-ups then they get access to the loyalist reward tree but at a much slower rate. I'd have thematically related maps in a pool such that a planetary campaign consisted of say 6 maps chosen from that pool of which each has several modes. Each of those maps and modes need to be successfully competed a set number of times before a planet is captured. I'd have drop decks that vary in tonnage perhaps as a function of distance from ones home world. I'd have planets have an effect on rewards...certain planets get you or lose you certain benefits. Etc.

I have lots of ideas, I have shared them many times over the last two years. Oddly, despite what some people assert, not one is in the game. Yet also oddly, many are in a presentation that PGI made.

#20 New World Orphan

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Posted 29 November 2016 - 12:07 PM

i like the ideas, but honestly, i have not enjoyed faction play since the souting and artillery started. i use to wait forever for a faction drop, now? no one is ever on. its gotten boring and i became a wolf lyalist right before it started.





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